Result
The adventure takes place in Roll on "Location".
The mission is: Roll on "Mission".
But some Roll on "Villains" will seek trouble.
Subcharts
Location (d47)
d47 | Result |
---|---|
1 |
Forest / Deer Park |
2 |
Forest / Hunting Preserve |
3 |
Forest / Forest Garden |
4 |
Forest / Sacred Forest |
5 |
Forest / Border Forest |
6 |
Forest / Wild Forest |
7 |
Wetlands / Forest Swamp |
8 |
Wetlands / Bottom Lands |
9 |
Wetlands / Swamp |
10 |
Wetlands / Marsh |
11 |
Waterway / Canal |
12 |
Waterway / Small Stream |
13 |
Waterway / Major River |
14 |
Waterway / Estuary |
15 |
Seas and Lakes / Island |
16 |
Seas and Lakes / Lakes D6 (1-4 small lakes and ponds, 5-6 big lake) |
17 |
Seas and Lakes / Bay or Estuary |
18 |
Seas and Lakes / Sea Voyage |
19 |
Hills and Mountains / Isolated hill |
20 |
Hills and Mountains / Range of Hills |
21 |
Hills and Mountains / Foothills |
22 |
Hills and Mountains / Mountain |
23 |
Ancient Ruins / Iron Age Ruins (3D6 x 100 years old) |
24 |
Ancient Ruins / Classical Ruins (D6 x 500 years old) |
25 |
Ancient Ruins / Megalithic Ruins (D6 x 1000 years old) |
26 |
Ancient Ruins / Medieval Ruins (D4 x 100 years old) |
27 |
Castle / Castle Ruins |
28 |
Castle / Minor Castle |
29 |
Castle / Major Castle |
30 |
Castle / Fortified Abbey |
31 |
Church Building / Chapel |
32 |
Church Building / Convent (D6 1-2 Nunnery, 3-4 Monastery, 5 Abbey, 6 Crusading Order Abbey) |
33 |
Church Building / Cathedral |
34 |
Church Building / University |
35 |
Caves and Mines / Urban Tunnels |
36 |
Caves and Mines / Salt Mine |
37 |
Caves and Mines / Metals Mine D6 (1-3 Lead, 4-5 Copper, 6 Silver) |
38 |
Caves and Mines / Natural Cavern (5-6 on d6 = underground river) |
39 |
Road / Pilgrimage Road |
40 |
Road / Salt Road |
41 |
Road / Secret Road |
42 |
Road / Imperial Road |
43 |
Town / Market Village |
44 |
Town / Territorial Town |
45 |
Town / Small Free City |
46 |
Town / Large Free City or City State |
47 |
ReRoll / Roll two more locations |
Mission (d20)
d20 | Result |
---|---|
1 |
Convoy - Of ships, rafts or boats, on sea, lake or inland waterways |
2 |
Caravan - Overland caravan of merchants, settlers, refugees or pilgrims |
3 |
Caravan - Overland caravan of merchants, settlers, refugees or pilgrims |
4 |
Caravan - Overland caravan of merchants, settlers, refugees or pilgrims |
5 |
Raid - Organized force in a raid (fight it off or be part of it) |
6 |
Plague - An outbreak of disease strikes, (save the day or just escape) |
7 |
Banditry - Semi-professional bandits are plaguing the land (join them or fight them off) |
8 |
Uprising - The natives are restless (help them rise up or help put it down) |
9 |
Rebellion - A full scale organized rebellion, in two phases. First clandestine and then in the open (rise up or help put it down). |
10 |
Feud - Feud between two families or factions (join the fun or defuse it) |
11 |
Vendetta - A bitter vendetta between two families or individuals |
12 |
Minor Siege - Siege of a castle, church building, mine (as besieger or besieged) |
13 |
Major Siege - Large siege of a town or a valley etc. (be besieger or besieged) |
14 |
War - (Prevent or foment the onset or war, or participate in an active war) |
15 |
Diplomacy – Urban - Convince the leaders of a town to make a particular decision |
16 |
Diplomacy - Noble - Sway a major power from the aristocracy D6 (1-4 noble, 5 Church prelate, 6 prince) |
17 |
Exploration - Explore an eerie mountain range, a vast forest, or remote islands |
18 |
Court Intrigue - Help overthrow the prince or root out usurpers and rebels |
19 |
Paranormal Investigation - Something strange is afoot: a celestial event, a haunting, an ancient curse, a saintly miracle, a profane miracle… |
20 |
Espionage - Learn dangerous secrets, or kill those who seek them… |
Villains (d20)
d20 | Result |
---|---|
1 |
Bandits (Semi-professional Bandits (see Outlaw, Bandit)) |
2 |
Robbers (Robbers waylaying travelers and raiding villages) |
3 |
Brigands (The robbers have metastasized into an army of brigands!) |
4 |
Vagabonds (Slippery characters: jugglers, actors, fortune tellers…) |
5 |
Robber Knight (The cunning and brutal Raubritter, brooding in his castle) |
6 |
Nomads (Tatars, Ottomans, Mamluks, or others…) |
7 |
Nomad Slave Raiders (Nomads with an agenda to ‘harvest the steppe’) |
8 |
Noble Family (A noble family causing trouble) |
9 |
Noble Families (Multiple aristocratic families either in unison or feuding) |
10 |
Prince (The count, duke, or king, or perhaps an archbishop) |
11 |
Town (Roll d6 (1-4 small town, 5 large town, 6 Free City)) |
12 |
Witches (Roll d6 (1-3 witches, 4-5 a magus, 6 a major necromancer)) |
13 |
Heretics (Radical cults, reformers or killers (or both)) |
14 |
Heathens (Lithuanian pagans, remote rural enclaves or secret urban cults) |
15 |
Privateers (Licensed pirates working for some kingdom or other power) |
16 |
Pirates (Victual Brothers, Likedeelers or worst of all pirates from England.) |
17 |
Peasants (Unruly or put upon, help keep them down or help them rise) |
18 |
Wild Animals (A pack of wolves, a rogue bear, something is stalking people) |
19 |
Mythological Creatures (Griffons, kobolds, a doppelganger, forest trolls, a werewolf) |
20 |
Hardened Criminals (Killers, master thieves, kidnappers, devious and dangerous) |